Create an account


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
News - Minecraft – 1.19.70

#1
Information 
News - Minecraft – 1.19.70

<div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgaming.net/blog/wp-content/uploads/2023/03/minecraft-1-19-70.png" width="16" height="16" title="" alt="" /></div><div><div><img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2023/03/minecraft-1-19-70.png" class="ff-og-image-inserted"></div>
<h3>1.19.70 Patch Notes</h3>
<p>The Sniffer and Archaeology are now available for players to test with this update.&nbsp; Keep in mind that these features are not complete and are considered unfinished.&nbsp; To enable these work-in-project features enable the “Next Major Update” toggle in your world settings.</p>
<p>The update will be released later on the Switch console.</p>
<ul>
<li>Fixed multiple crashes that could occur during gameplay</li>
<li>When breeding horses, the baby horse now has a chance of being better than its parents in speed, jump strength, and health</li>
<li>Improvements to player emotes</li>
<li>Take an early look at archaeology and the sniffer mob with experimental features</li>
<li>Fixes to over 30 community-reported issues</li>
</ul>
<h3><span class="wysiwyg-font-size-x-large"><strong>Changes</strong></span></h3>
<p><strong>Player Emotes</strong></p>
<p>Several improvements have come to the emote system in Bedrock Edition!</p>
<ul>
<li>Emote usage now appears in the chat</li>
<li>The emote wheel now has four slots with an improved interface</li>
<li>Quick emoting with new hotkeys</li>
<li>Easier sorting of emotes</li>
<li>Creating a new character now automatically applies four default emotes</li>
</ul>
<h3><span class="wysiwyg-font-size-x-large"><strong>Vanilla Parity</strong></span></h3>
<p>Improvements have been made with vanilla parity to align with Java Edition, especially with horse breeding, mobs, and blocks.</p>
<p><strong>Gameplay</strong></p>
<ul>
<li>Fixed an issue where the night could not be skipped if one or more players were on the death screen</li>
<li>Eating and drinking animations are now always centered, regardless of screen aspect ratio</li>
</ul>
<p><strong>Mobs</strong></p>
<ul>
<li>Breeding horses can now produce random variants (<a href="https://bugs.mojang.com/browse/MCPE-129071" target="_self" rel="noopener">MCPE-129071</a>)</li>
<li>When breeding horses, the baby Horse now has a chance of being better than its parents in speed, jump strength, and health. This change is intended to make Horse breeding a viable way of getting great Horses if a player starts with good parents and puts in enough time and Golden Carrots</li>
<li>Horses cannot be pushed over Fences covered by Carpets anymore (<a href="https://bugs.mojang.com/browse/MCPE-164717" target="_self" rel="noopener">MCPE-164717</a>)</li>
<li>Ghasts’ sound volume will now fade the further they are from the player (<a href="https://bugs.mojang.com/browse/MCPE-35222" target="_self" rel="noopener">MCPE-35222</a>)</li>
<li>Villagers will now emit anger particles when hit by a player outside of a village</li>
<li>Fixed a bug where Zombified Piglins would spawn in the Nether in light levels above 11</li>
<li>Minecarts can now eject mobs into liquid blocks (<a href="https://bugs.mojang.com/browse/MCPE-120078" target="_self" rel="noopener">MCPE-120078</a>)</li>
<li>Witches will now drink a Fire Resistance Potion when standing on a Campfire</li>
</ul>
<p><strong>Blocks</strong></p>
<ul>
<li>Bells that are connected to multiple blocks no longer drop when one block is broken</li>
<li>Note Block sound attenuation over a distance is now linear (<a href="https://bugs.mojang.com/browse/MCPE-164935" target="_self" rel="noopener">MCPE-164935</a>)</li>
<li>Impact sounds of projectiles on Amethyst blocks and clusters are now audible</li>
<li>Dead Bush will now drop Sticks when broken with any tool except Shears, even those with the Silk Touch enchantment. Vines will drop nothing in the same situation (<a href="https://bugs.mojang.com/browse/MCPE-163246" target="_self" rel="noopener">MCPE-163246</a>)</li>
</ul>
<h3><span class="wysiwyg-font-size-x-large"><strong>Experimental Features</strong></span></h3>
<p><strong>Archaeology</strong></p>
<ul>
<li>Added the Brush item</li>
<li>Added the Decorated Pot block</li>
<li>Added four Pottery Shards (Arms Up, Skull, Prize, and Archer)</li>
<li>Added the Suspicious Sand block</li>
<li>Added Suspicious Sand to the Desert Temple</li>
<li>Added Suspicious Sand to the Desert Well</li>
</ul>
<p><strong>Brush</strong></p>
<ul>
<li>The Brush is a craftable item you can use to brush things</li>
</ul>
<p><strong>Pottery Shards and Decorated Pots</strong></p>
<ul>
<li>Pottery Shards have pictures on them. They cannot be crafted and must be found in the world. Hint: you will need a Brush! By crafting four of these together you can create a Decorated Pot with a picture on each side.</li>
<li>You can also use Brick items instead of Pottery Shards in the crafting recipe. The sides that were made from Brick items will not have pictures.</li>
<li>Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Shards back! Or hit it with your fist to pick up the pot without breaking it.</li>
</ul>
<p><strong>Suspicious Sand</strong></p>
<ul>
<li>Desert Temples and Desert Wells now contain Suspicious Sand. This fragile block is hard to spot and easy to destroy, so be careful!</li>
<li>If you manage to find the Suspicious Sand and brush it with your Brush, you will extract objects that were buried long ago.</li>
<li>We’re giving you an early look at these Archaeology features. We want to spend more time developing them. Please let us know where you think we can improve or expand!</li>
</ul>
<p><strong>Sniffer</strong></p>
<ul>
<li>The Sniffer is the mob vote winner of Minecraft Live 2022 and the first [HS1]&nbsp;extinct mob brought to life and added to the game</li>
<li>Sniffers cannot be tempted or tamed</li>
<li>Sniffers are passive friendly mobs</li>
<li>Sniffer sniffs in the air and occasionally digs for seeds</li>
</ul>
<p><strong>Torchflower</strong></p>
<ul>
<li>The Torchflower seed can be planted on farmland and grows into a flower</li>
<li>The seed can be used to breed two Sniffers</li>
<li>The full-grown flower can be harvested and replanted but can also be crafted into a dye</li>
</ul>
<h3><span class="wysiwyg-font-size-x-large"><strong>Fixes</strong></span></h3>
<p><strong>Stability and Performance</strong></p>
<ul>
<li>Fixed an issue where simultaneously pressing the “Mine” and “Place” buttons on any input device while targeting a Structure Block could cause the game to crash (<a href="https://bugs.mojang.com/browse/MCPE-155689" target="_self" rel="noopener">MCPE-155689</a>)</li>
<li>Fixed a crash on Nintendo Switch when attempting to log in while set to local network mode</li>
<li>Fixed a crash that could occur when entering a 1.7.1.0 world in 1.8 or above (<a href="https://bugs.mojang.com/browse/MCPE-165564" target="_self" rel="noopener">MCPE-165564</a>)</li>
</ul>
<p><strong>Gameplay</strong></p>
<ul>
<li>The player’s crosshair now properly mines/interacts with items in front of them while swimming/gliding, rather than 1 block above their position (<a href="https://bugs.mojang.com/browse/MCPE-57257" target="_self" rel="noopener">MCPE-57257</a>)</li>
<li>Players no longer take rapid damage when touching damaging blocks (<a href="https://bugs.mojang.com/browse/MCPE-165347" target="_self" rel="noopener">MCPE-165347</a>)</li>
<li>Projectiles shot while swimming/gliding no longer spawn from above the player’s position (<a href="https://bugs.mojang.com/browse/MCPE-31896" target="_self" rel="noopener">MCPE-31896</a>)</li>
<li>Items dropped while swimming/gliding, manually or on death, no longer spawn from above the player’s position (<a href="https://bugs.mojang.com/browse/MCPE-31896" target="_self" rel="noopener">MCPE-31896</a>)</li>
</ul>
<p><strong>Mobs</strong></p>
<ul>
<li>Fixed a bug where an Allay holding a Lead wasn’t able to be leashed unless the player held a full stack of 64 Leads in hand</li>
<li>Parrots will no longer shake while on a player riding a Horse that is turning mid-jump</li>
<li>Fixed a bug causing global entities (e.g. Ender Dragon and projectiles) to stop rendering when out of normal entity render distance (<a href="https://bugs.mojang.com/browse/MCPE-161136" target="_self" rel="noopener">MCPE-161136</a>)</li>
</ul>
<p><strong>Blocks</strong></p>
<ul>
<li>Sounds from all Button types and Lever are now controlled by the “Blocks” slider in Audio Settings (<a href="https://bugs.mojang.com/browse/MCPE-166420" target="_self" rel="noopener">MCPE-166420</a>)</li>
<li>Redstone source can now power a single block from different sides at the same time (<a href="https://bugs.mojang.com/browse/MCPE-163651" target="_self" rel="noopener">MCPE-163651</a>)</li>
<li>Destroying Mangrove Log or Mangrove Wood now properly cause leaves to decay</li>
<li>End Crystals occupying the same space as a block will no longer cause that block to disappear</li>
<li>Players are now able to place top Slabs in blocks that are only partially blocked by an entity (<a href="https://bugs.mojang.com/browse/MCPE-155016" target="_self" rel="noopener">MCPE-155016</a>)</li>
<li>Players can no longer see through partial blocks when sneaking or riding in third person (<a href="https://bugs.mojang.com/browse/MCPE-156273" target="_self" rel="noopener">MCPE-156273</a>)</li>
<li>Composter now always consumes an item when becoming full (<a href="https://bugs.mojang.com/browse/MCPE-162020" target="_self" rel="noopener">MCPE-162020</a>)</li>
<li>Importing experimental blocks into a non-experimental world using the Structure Block will now correctly place unknown blocks, which are not interactable</li>
<li>Error messages about building outside the world height limit no longer appear when simply interacting with blocks at the world height limit from certain angles (<a href="https://bugs.mojang.com/browse/MCPE-152935" target="_self" rel="noopener">MCPE-152935</a>)</li>
<li>Fixed a bug where Observers would not detect changes due to corrupted data (<a href="https://bugs.mojang.com/browse/MCPE-150506" target="_self" rel="noopener">MCPE-150506</a>)</li>
<li>Hoppers now pull in items from above them through all blocks that have a lower height than a full block (<a href="https://bugs.mojang.com/browse/MCPE-55824" target="_self" rel="noopener">MCPE-55824</a>)</li>
</ul>
<p><strong>Items</strong></p>
<ul>
<li>Crossbows now shake while charging arrows (<a href="https://bugs.mojang.com/browse/MCPE-152952" target="_self" rel="noopener">MCPE-152952</a>)</li>
<li>Spawn eggs for Snow Golem, Wither, and Trader Llama now appear correctly in the inventory and hotbar</li>
<li>Written Books can now be moved in the inventory even when the player has identical Written Books</li>
</ul>
<p><strong>Touch Controls</strong></p>
<ul>
<li>Updated the How to Play screen with information on new touch controls</li>
<li>Changing input modes from Gamepad to Touch while an item is selected will return the selected to the inventory or drop it</li>
<li>Fixed an issue on the Furnace screen where double-tapping the output window caused other slots to become unselectable (<a href="https://bugs.mojang.com/browse/MCPE-164589" target="_self" rel="noopener">MCPE-164589</a>)</li>
<li>Fixed a bug where stack splitting was automatically initiated on the first slot when opening a small Chest</li>
<li>Allowed left and right D-pad buttons to keep input when the forward button is pressed (<a href="https://bugs.mojang.com/browse/MCPE-155199" target="_self" rel="noopener">MCPE-155199</a>)</li>
<li>Added the leave Boat button when the player falls from a height within the Boat (<a href="https://bugs.mojang.com/browse/MCPE-158489" target="_self" rel="noopener">MCPE-158489</a>)</li>
<li>Fixed an issue that prevented players from removing equipped armor by tapping on an item or block in the Creative inventory (<a href="https://bugs.mojang.com/browse/MCPE-165790" target="_self" rel="noopener">MCPE-165790</a>)</li>
<li>Tweaked the keyboard interaction on Android devices for text input fields</li>
</ul>
<p><strong>User Interface</strong></p>
<ul>
<li>Fixed an issue where the “Mine” tooltip was appearing when targeting a block with a Trident in Creative game mode (<a href="https://bugs.mojang.com/browse/MCPE-44846" target="_self" rel="noopener">MCPE-44846</a>)</li>
<li>Navigating right with the controller left stick on the Marketplace sidebar now collapses it</li>
<li>Added a new ‘Marketplace’ icon to the Marketplace screen sidebar</li>
<li>Ocean Explorer, Woodland Explorer, and Treasure Maps now show the proper icon in the inventory (<a href="https://bugs.mojang.com/browse/MCPE-163464" target="_self" rel="noopener">MCPE-163464</a>)</li>
<li>Fixed a bug where mouse scrolling on the Friend Options dropdown would not scroll the dropdown contents</li>
<li>Resolved an issue where graphical elements of the Sign-In/Sign-Up screen could extend beyond the bounds of the dialog container</li>
<li>When starting a new world in Pocket UI, removed the “Press Open Chat to open chat” message for players with text-to-speech turned off</li>
<li>Double-clicking on the Furnace output slot will no longer drop the item (<a href="https://bugs.mojang.com/browse/MCPE-165079" target="_self" rel="noopener">MCPE-165079</a>)</li>
<li>Fixed a bug where moving the player or camera with a controller while text-to-speech for UI was turned on would cause the narrator to say “X of Y”</li>
<li>Fixed a bug where the Edit World screen couldn’t be opened for a world if the corresponding world directory had a space in it (<a href="https://bugs.mojang.com/browse/MCPE-166763" target="_self" rel="noopener">MCPE-166763</a>)</li>
<li>The loading screen no longer flickers when entering the Nether in immersive VR mode</li>
<li>The swap item animation now plays when switching hotbar items of the same type with the same durability</li>
</ul>
<p><strong>Spectator Mode</strong></p>
<ul>
<li>Phasing through blocks in third-person view no longer makes the camera zoom in and out towards the player’s head (<a href="https://bugs.mojang.com/browse/MCPE-160467" target="_self" rel="noopener">MCPE-160467</a>)</li>
<li>End Gateways can no longer be used in Spectator Mode (<a href="https://bugs.mojang.com/browse/MCPE-165689" target="_self" rel="noopener">MCPE-165689</a>)</li>
</ul>
<p><strong>Realms</strong></p>
<ul>
<li>Added a Sign In button on the Realms screen if the player is not yet signed in</li>
<li>Fixed the issue that the “Find Friends” button and the “Close Realm” buttons would be autofocused when the “Members” or “Subscription” tab was clicked</li>
<li>Fixed a bug where players were not able to create another world on Realms if the first Create World on Realms attempt was interrupted</li>
<li>Fixed a bug where players could see duplicate applied packs with unknown titles the first time they entered the Realms settings screen</li>
<li>Resetting a Realms World now correctly updates the World settings</li>
<li>Removed the Close button in the Play on Realm popup dialog when using controllers</li>
<li>Updated the reset/replace world confirmation text to make it clearer what each function does</li>
<li>Fixed the world list not updating with a new Realm immediately after accepting an invite</li>
<li>In Realms Settings-&gt;Members, the dropdown ‘…’ menu can now be opened/closed with the Enter key and navigated with arrow keys</li>
</ul>
<h3><span class="wysiwyg-font-size-x-large"><strong>Technical Updates</strong></span></h3>
<p><strong>Updated Add-On Template Packs</strong></p>
<ul>
<li>Updated Add-On templates for 1.19.70 with new resources, behaviors, and documentation are available to download at&nbsp;<a href="https://aka.ms/MCAddonPacks" target="_self" rel="noopener">aka.ms/MCAddonPacks</a></li>
</ul>
<p><strong>General</strong></p>
<ul>
<li>Behavior packs with scripts can now be removed from worlds</li>
<li>Item loot table conditions are no longer ignored in-game when used inside functions (<a href="https://bugs.mojang.com/browse/MCPE-164582" target="_self" rel="noopener">MCPE-164582</a>)</li>
<li>Carrots now display the proper name in item tooltips when used in can_place_on and can_destroy item components (<a href="https://bugs.mojang.com/browse/MCPE-160838" target="_self" rel="noopener">MCPE-160838</a>)</li>
<li>In JSON formats 1.19.70 and later, blocks fail to load if the “condition” field in Block Permutations is not a valid Molang string</li>
<li>Crafting Table component no longer appends “tile.” when defaulting to use block name for crafting table label</li>
</ul>
<p><strong>Wool Blocks</strong></p>
<p>Wool has been flattened into separate blocks, namely:</p>
<ul>
<li>white_wool</li>
<li>orange_wool</li>
<li>magenta_wool</li>
<li>light_blue_wool</li>
<li>yellow_wool</li>
<li>lime_wool</li>
<li>pink_wool</li>
<li>gray_wool</li>
<li>light_gray_wool</li>
<li>cyan_wool</li>
<li>purple_wool</li>
<li>blue_wool</li>
<li>brown_wool</li>
<li>green_wool</li>
<li>red_wool</li>
<li>black_wool</li>
</ul>
<p>Commands, recipes, loot tables, etc. will still work with&nbsp;<em>wool</em>&nbsp;and an aux value or color state, but&nbsp;<em>wool</em>&nbsp;will not be suggested in the command prompt. Instead, the new wool block names will.</p>
<p><strong>Commands</strong></p>
<ul>
<li>Fixed a crash with deferred command execution when the executing actor is removed before execution (<a href="https://bugs.mojang.com/browse/MCPE-165374" target="_self" rel="noopener">MCPE-165374</a>)</li>
<li>Summon command no longer causes some entities to be spawned at an angle</li>
<li>Removed support for field “data” in commands /clone, /execute, /fill, /setblock, and /testforblock beyond version 1.19.70, eg. /setblock ~ ~ ~ minecraft:wool 1 will only have its equivalent /setblock ~ ~ ~ minecraft:wool [“color”:”orange”] supported
<ul>
<li>Here are some additional examples[JW1]&nbsp;[JW2]&nbsp;[JW3]&nbsp;:
<ul>
<li>/setblock ~~~ green_wool [] [] is equivalent to the old 0</li>
<li>/setblock ~~~ wood [“wood_type”: “oak”]</li>
<li>/setblock ~~~ coral [“dead_bit” : true , “coral_color” : “blue” ]</li>
<li>/setblock ~~~ coral_fan [“coral_fan_direction” : 1, “coral_color” : “pink”]</li>
<li>/setblock ~~~ wool [“color”: “blue”]</li>
<li>/fill ~ ~ ~ ~5 ~5 ~5 gold_block [] replace air</li>
</ul>
</li>
<li>More information about commands can be found at learn.microsoft.com/minecraft/creator/commands</li>
</ul>
</li>
<li>Volume arguments no longer floor the selector’s position (<a href="https://bugs.mojang.com/browse/MCPE-162237" target="_self" rel="noopener">MCPE-162237</a>)</li>
<li>Selecting targets by volume will now select all entities whose hitbox collides with the volume box. This is versioned for 1.19.70 and later (<a href="https://bugs.mojang.com/browse/MCPE-162237" target="_self" rel="noopener">MCPE-162237</a>)
<ul>
<li>Previous behavior works as expected on versions less than 1.19.70</li>
</ul>
</li>
<li>Volume arguments for selectors (dx, dy, dz) now support float values (<a href="https://bugs.mojang.com/browse/MCPE-163863" target="_self" rel="noopener">MCPE-163863</a>)</li>
<li>Replaceitem and loot replace block commands no longer place items in Cauldrons (<a href="https://bugs.mojang.com/browse/MCPE-129472" target="_self" rel="noopener">MCPE-129472</a>)</li>
<li>Rotation in the teleport command is now relative to the executor of the command instead of the target. Old usage of rotations in commands will stay relative to the target mob for backward compatibility</li>
</ul>
<p><strong>Entity Properties</strong></p>
<ul>
<li>Fixed an issue where Entity Property value changes could be discarded if done by events fired as part of the removal of active behaviors caused by other events</li>
</ul>
<p><strong>Mobs</strong></p>
<ul>
<li>Witch potion drinking and ranged attack behavior is now defined in its .json file</li>
<li>The game will no longer create a content error when Bee spawn eggs are used on a Mob Spawner</li>
</ul>
<p><strong>GameTest Framework (Experimental)</strong></p>
<ul>
<li>Test
<ul>
<li>Added optional&nbsp;<em>searchDistance&nbsp;</em>parameter to&nbsp;<em>assertEntityPresent(entityTypeIdentifier: string, blockLocation: BlockLocation, searchDistance?: number, isPresent?: boolean)</em></li>
<li>Added&nbsp;<em>assertEntityInstancePresentInArea(entity: Entity, isPresent?: boolean)&nbsp;</em>to check if an entity instance is present in the test area</li>
<li>Made the&nbsp;<em>searchDistance&nbsp;</em>parameter optional in&nbsp;<em>assertItemEntityPresent</em></li>
</ul>
</li>
</ul>
<p><strong>API (Experimental)</strong></p>
<ul>
<li>IMPORTANT BREAKING CHANGE: The classes&nbsp;Location&nbsp;and&nbsp;<em>BlockLocation&nbsp;</em>no longer exist in the beta script API. All usages of these classes have been changed to use the&nbsp;<em>Vector3&nbsp;</em>interface (that is, { x: 1, y: 2, z: 3} objects)</li>
<li>Also, note that several changes were made to properties and get/set methods across objects (listed below) to make them more consistent in calling structure
<ul>
<li>World Events</li>
<li>Added event&nbsp;<em>entityDie&nbsp;</em>– It is fired when an entity dies</li>
<li>Modified&nbsp;<em>projectileHit&nbsp;</em>to be a readOnly property on the Events class</li>
</ul>
</li>
<li>Player
<ul>
<li>Added method&nbsp;<em>getSpawnPosition</em>&nbsp;– Gets the&nbsp;<em>spawnPoint</em>&nbsp;<em>position</em></li>
<li>Added property&nbsp;<em>spawnDimension</em>&nbsp;– Gets the&nbsp;<em>spawnPoint</em>&nbsp;<em>dimension</em></li>
<li>Added method<em>&nbsp;setSpawn(spawnPosition : Vec3, spawnDimension : Dimension)</em>&nbsp;i Sets&nbsp;<em>spawnPoint</em>&nbsp;with a&nbsp;<em>position</em>&nbsp;and&nbsp;<em>dimension</em></li>
<li>Added method&nbsp;<em>clearSpawn</em>&nbsp;– Sets the&nbsp;<em>spawnPoint</em>&nbsp;position and dimension to&nbsp;<em>undefined</em></li>
<li>Renamed function&nbsp;<em>tell&nbsp;</em>to&nbsp;<em>sendMessage</em></li>
</ul>
</li>
<li>World
<ul>
<li>Renamed function&nbsp;<em>say&nbsp;</em>to&nbsp;<em>sendMessage</em></li>
<li>Added method&nbsp;<em>‘getDefaultSpawnPosition’</em>&nbsp;– Gets the spawnPoint position</li>
<li>Added method&nbsp;<em>‘setDefaultSpawn'(spawnPosition : Vec3)</em>&nbsp;– Sets the spawnPoint position within ‘overworld’ dimension</li>
</ul>
</li>
<li>BeforeChatEvent
<ul>
<li>Added function&nbsp;<em>getTargets(): Player[]&nbsp;</em>– Gets chat Player targets</li>
<li>Added function&nbsp;<em>setTargets(players: Player[])</em>&nbsp;– Sets chat Player targets</li>
<li>Removed property&nbsp;<em>targets</em></li>
</ul>
</li>
<li>BeforeDataDrivenEntityTriggerEvent
<ul>
<li>Added function&nbsp;<em>getModifiers(): DefinitionModifier[]</em>&nbsp;– Gets entity definition modifiers</li>
<li>Added function&nbsp;<em>setModifiers(modifiers: DefinitionModifier[])</em>&nbsp;– Sets entity definition modifiers</li>
<li>Removed property&nbsp;modifiers</li>
</ul>
</li>
<li>BoolBlockProperty
<ul>
<li>Added function&nbsp;<em>getValidValues(): boolean[]&nbsp;</em>– Gets all valid boolean values for the&nbsp;<em>BoolBlockProperty</em></li>
<li>Removed property&nbsp;<em>validValues</em></li>
</ul>
</li>
<li>Converted&nbsp;<em>BlockHitInformation</em>&nbsp;to an interface</li>
<li>ChatEvent
<ul>
<li>Added function&nbsp;<em>getTargets(): Player[]&nbsp;</em>– Gets chat Player targets</li>
<li>Removed property&nbsp;<em>targets</em></li>
</ul>
</li>
<li>Converted&nbsp;Color&nbsp;to an&nbsp;<em>interface</em></li>
<li>DataDrivenEntityTriggerEvent
<ul>
<li>Added function&nbsp;<em>getModifiers(): DefinitionModifier[]</em>&nbsp;– Gets Entity definition modifiers</li>
<li>Removed property&nbsp;<em>modifiers</em></li>
</ul>
</li>
<li>DefinitionModifier
<ul>
<li>Added function&nbsp;<em>getComponentGroupsToAdd(): string[]&nbsp;</em>– Gets component groups that will be added with the&nbsp;<em>DefinitionModifier</em></li>
<li>Added function&nbsp;<em>setComponentGroupsToAdd(newGroups: string[]): void</em>&nbsp;– Sets component groups that will be added with the&nbsp;<em>DefinitionModifier</em></li>
<li>Added function&nbsp;<em>getComponentGroupsToRemove(): string[]</em>&nbsp;– Gets component groups that will be removed with the&nbsp;<em>DefinitionModifier</em></li>
<li>Added function&nbsp;<em>setComponentGroupsToRemove(removedGroups: string[]): void</em>&nbsp;– Sets component groups that will be removed with the&nbsp;<em>DefinitionModifier</em></li>
<li>Added function&nbsp;<em>getTriggers(): Trigger[]</em>&nbsp;– Gets event triggers of the&nbsp;<em>DefinitionModifier</em></li>
<li>Added function<em>&nbsp;setTriggers(newTriggers: Trigger[]): void&nbsp;</em>– Sets event triggers of the&nbsp;<em>DefinitionModifier</em></li>
<li>Removed property&nbsp;<em>componentGroupsToAdd</em></li>
<li>Removed property&nbsp;<em>componentGroupsToRemove</em></li>
<li>Removed property&nbsp;<em>triggers</em></li>
</ul>
</li>
<li>DirectionBlockProperty
<ul>
<li>Added function&nbsp;<em>getValidValues(): Direction[]&nbsp;</em>– Gets all valid direction enum values for the&nbsp;<em>DirectionBlockProperty</em></li>
<li>Removed property&nbsp;<em>validValues</em></li>
</ul>
</li>
<li>Entity
<ul>
<li>Added function&nbsp;<em>getViewDirection(): Vector3</em>&nbsp;– Gets view direction of the Entity</li>
<li>Added function&nbsp;<em>getRotation(): XYRotation</em>&nbsp;– Gets rotation of the Entity</li>
<li>Added function&nbsp;<em>getVelocity(): Vector</em>&nbsp;– Gets velocity of the Entity</li>
<li>Removed property&nbsp;<em>viewDirection</em></li>
<li>Removed property&nbsp;<em>rotation</em></li>
<li>Removed property&nbsp;<em>velocity</em></li>
</ul>
</li>
<li>Added function&nbsp;<em>playAnimation(animationName: string, options?: PlayAnimationOptions)</em>
<ul>
<li>Plays the specified animation for an entityReplaced general setVelocity call with methods to apply impulses to entities:</li>
</ul>
</li>
<li>Added function&nbsp;<em>clearVelocity(): void&nbsp;</em>– Sets the current velocity of the Entity to zero</li>
<li>Added function&nbsp;<em>applyImpulse(vector: Vector3): void&nbsp;</em>– Applies impulse vector to the current velocity of the Entity</li>
<li>Added function&nbsp;<em>applyKnockback(directionX: number, directionZ: number, horizontalStrength: number, verticalStrength: number): void</em>&nbsp;– Applies knockback to the Entity in a specified direction based on vertical and horizontal strength</li>
<li>Removed function&nbsp;<em>setVelocity</em></li>
<li>EntityAgeableComponent
<ul>
<li>Added function&nbsp;<em>getDropItems(): string[]&nbsp;</em>– Gets items that drop when entity grows</li>
<li>Added function&nbsp;<em>getFeedItems(): EntityDefinitionFeedItem[]&nbsp;</em>– Gets items that can be fed to the entity</li>
<li>Removed property&nbsp;<em>dropItems</em></li>
<li>Removed property&nbsp;<em>feedItems</em></li>
</ul>
</li>
<li>EntityBreathableComponent
<ul>
<li>Added function&nbsp;<em>getBreatheBlocks(): BlockPermutation[]&nbsp;</em>– Gets blocks entity can breathe in</li>
<li>Added function&nbsp;<em>getNonBreatheBlocks(): BlockPermutation[]&nbsp;</em>– Gets blocks entity can’t breathe in</li>
<li>Removed property&nbsp;<em>breatheBlocks</em></li>
<li>Removed property&nbsp;<em>nonBreatheBlocks</em></li>
</ul>
</li>
<li>EntityHealableComponent
<ul>
<li>Added function&nbsp;<em>getFeedItems(): FeedItem[]&nbsp;</em>– Gets healing items for the&nbsp;<em>EntityHealableComponent</em></li>
<li>Removed property&nbsp;<em>items</em></li>
</ul>
</li>
<li>Converted&nbsp;<em>EntityHitInformation</em>&nbsp;to an interface</li>
<li>EntityRideableComponent
<ul>
<li>Added function&nbsp;<em>getFamilyTypes(): string[]</em>&nbsp;– Gets supported rider entity types</li>
<li>Added function&nbsp;<em>getSeats(): Seat[]</em>&nbsp;– Gets rider information for each seat</li>
<li>Removed property&nbsp;<em>familyTypes</em></li>
<li>Removed property&nbsp;<em>seats</em></li>
</ul>
</li>
<li>EntityTameableComponent
<ul>
<li>Added function&nbsp;<em>getTameItems(): string[]&nbsp;</em>– Gets tame items of the&nbsp;<em>EntityTameableComponent</em></li>
<li>Removed property&nbsp;<em>tameItems</em></li>
</ul>
</li>
<li>FeedItem
<ul>
<li>Added function<em>&nbsp;getEffects(): FeedItemEffect[]</em>&nbsp;– Gets effect of the FeedItem</li>
<li>Removed property&nbsp;<em>effects</em></li>
</ul>
</li>
<li>IntBlockProperty
<ul>
<li>Added function&nbsp;<em>getValidValues(): number[]&nbsp;</em>– Gets all valid integer values for the&nbsp;<em>IntBlockProperty</em></li>
<li>Removed property&nbsp;<em>validValues</em></li>
</ul>
</li>
<li>ItemDurabilityComponent
<ul>
<li>Added function<em>&nbsp;getDamageRange(): NumberRange</em>&nbsp;– Gets the range of numbers that describes the chance of the item losing durability</li>
<li>Removed property&nbsp;<em>damageRange</em></li>
</ul>
</li>
<li>Converted&nbsp;<em>NumberRange&nbsp;</em>to an interface</li>
<li>ProjectileHitEvent
<ul>
<li>Added function&nbsp;<em>getBlockHit(): BlockHitInformation</em>&nbsp;– Gets block hit information from the&nbsp;<em>ProjectileHitEvent</em></li>
<li>Added function&nbsp;<em>getEntityHit(): EntityHitInformation</em>&nbsp;– Gets entity hit information from the&nbsp;<em>ProjectileHitEvent</em></li>
<li>Removed property&nbsp;<em>blockHit</em></li>
<li>Removed property&nbsp;<em>entityHit</em></li>
</ul>
</li>
<li>StringBlockProperty
<ul>
<li>Added function&nbsp;<em>getValidValues(): string[]&nbsp;</em>– Gets all valid string values for the&nbsp;<em>StringBlockProperty</em></li>
<li>Removed property&nbsp;<em>validValues</em></li>
</ul>
</li>
<li>ItemStack
<ul>
<li><em>ItemStack&nbsp;</em>can now be constructed using a string identifier</li>
<li>Removed constructor parameter&nbsp;<em>data</em></li>
<li>Removed property&nbsp;<em>data</em></li>
<li>Removed function&nbsp;<em>clearLore&nbsp;</em>– To clear lore, call&nbsp;setLore&nbsp;with an empty array or&nbsp;undefined</li>
<li>Setting&nbsp;<em>nameTag&nbsp;</em>to an empty string will now clear the name tag</li>
<li>Setting&nbsp;<em>nameTag&nbsp;</em>to a string longer than 255 characters will now result in an exception</li>
<li>Setting&nbsp;<em>amount&nbsp;</em>greater than the maximum stack size will now clamp the value to the maximum stack size</li>
<li>Setting&nbsp;<em>amount&nbsp;</em>to a value less than 1 will now result in an exception</li>
<li>Item lore can now be cleared by calling<em>&nbsp;setLore(undefined)&nbsp;</em>or&nbsp;<em>setLore([])</em></li>
<li>Fixed a bug where calling function<em>&nbsp;ItemStack.getComponent</em>&nbsp;or&nbsp;<em>ItemStack.getComponents</em>&nbsp;would fail on&nbsp;ItemStacks&nbsp;returned from&nbsp;<em>EntityItemComponent.itemStack</em></li>
<li>Added read-only property&nbsp;<em>getMaxAmount: number&nbsp;</em>– Returns the maximum stack size for the item</li>
<li>Added read-only property&nbsp;<em>isStackable: bool</em>&nbsp;– Returns whether the item is stackable</li>
<li>Added function&nbsp;<em>isStackableWith(itemStack: ItemStack): bool</em>&nbsp;– Returns whether the item can be stacked with the given item</li>
<li>Added read-only property&nbsp;<em>type: ItemType</em>&nbsp;– Returns the type of the item</li>
<li>Added function&nbsp;<em>clone(): ItemStack</em>&nbsp;– Returns a copy of the item stack</li>
<li>Added property&nbsp;<em>keepOnDeath: bool&nbsp;</em>– Sets whether the item is kept on death</li>
<li>Added property&nbsp;<em>lockMode: ItemLockMode&nbsp;</em>– Sets whether the item can be moved or dropped</li>
<li>Added function&nbsp;<em>setCanPlaceOn(blockIdentifiers?: string[])&nbsp;</em>– Sets which blocks the item can be placed on</li>
<li>Added function<em>&nbsp;setCanDestroy(blockIdentifiers?: string[])&nbsp;</em>– Sets which blocks this item can destroy</li>
</ul>
</li>
<li>ContainerSlot
<ul>
<li>Removed function&nbsp;<em>clearItem&nbsp;</em>– To clear the item, call&nbsp;setItem&nbsp;with&nbsp;undefined</li>
<li>Removed function&nbsp;<em>clearLore&nbsp;</em>– To clear lore, call&nbsp;setLore&nbsp;with an empty array or&nbsp;undefined</li>
</ul>
</li>
</ul>
<p>General changes to more consistently use methods when working with simple data-only objects vs. properties:</p>
<ul>
<li>BeforeExplosionEvent
<ul>
<li>Added function&nbsp;<em>getImpactedBlocks(): Vector3[]&nbsp;</em>– Gets the blocks locations that are impacted by the explosion</li>
<li>Added function&nbsp;<em>setImpactedBlocks(blocks: Vector3[]): void</em>&nbsp;– Sets the blocks locations that are impacted by the explosion</li>
<li>Removed property&nbsp;<em>impactedBlocks</em></li>
</ul>
</li>
<li>BeforeItemUseOnEvent
<ul>
<li>Added function&nbsp;<em>getBlockLocation(): Vector3</em>&nbsp;– Gets the location of the block being impacted</li>
<li>Removed property&nbsp;<em>blockLocation</em></li>
</ul>
</li>
<li>BlockInventoryComponent
<ul>
<li>Removed property&nbsp;<em>location</em></li>
</ul>
</li>
<li>BlockLavaContainerComponent
<ul>
<li>Removed property&nbsp;<em>location</em></li>
</ul>
</li>
<li>BlockPistonComponent
<ul>
<li>Added function&nbsp;<em>getAttachedBlocks(): Vector3[]</em>&nbsp;– Gets the blocks locations that are impacted by the activation of this piston</li>
<li>Removed property&nbsp;<em>attachedBlocks</em></li>
<li>Removed property&nbsp;<em>location</em></li>
</ul>
</li>
<li>BlockPotionContainerComponent
<ul>
<li>Removed property&nbsp;<em>location</em></li>
</ul>
</li>
<li>BlockRecordPlayerComponent
<ul>
<li>Removed property&nbsp;<em>location</em></li>
</ul>
</li>
<li>BlockSignComponent
<ul>
<li>Removed property&nbsp;<em>location</em></li>
</ul>
</li>
<li>BlockSnowContainerComponent
<ul>
<li>Removed property&nbsp;<em>location</em></li>
</ul>
</li>
<li>BlockWaterContainerComponent
<ul>
<li>Removed property&nbsp;<em>location</em></li>
<li>Added function&nbsp;<em>getHeadLocation(): Vector3</em>&nbsp;– Gets the head location of the Entity</li>
<li>Removed property&nbsp;<em>headLocation</em></li>
</ul>
</li>
<li>ExplosionEvent
<ul>
<li>Added function&nbsp;<em>getImpactedBlocks(): Vector3[]&nbsp;</em>– Gets the blocks locations that are impacted by the explosion</li>
<li>Removed property&nbsp;<em>impactedBlocks</em></li>
</ul>
</li>
<li>ItemStartUseOnEvent
<ul>
<li>Added function&nbsp;<em>getBlockLocation(): Vector3</em>&nbsp;– Gets the location of the block being impacted</li>
<li>Added function&nbsp;<em>getBuildBlockLocation(): Vector3&nbsp;</em>– Gets the location of the resulting build block</li>
<li>Removed property&nbsp;<em>blockLocation</em></li>
<li>Removed property&nbsp;<em>buildBlockLocation</em></li>
</ul>
</li>
<li>ItemStopUseOnEvent
<ul>
<li>Added function&nbsp;<em>getBlockLocation(): Vector3</em>&nbsp;– Gets the location of the block being impacted</li>
<li>Removed property&nbsp;<em>blockLocation</em></li>
</ul>
</li>
<li>ItemUseOnEvent
<ul>
<li>Added function&nbsp;<em>getBlockLocation(): Vector3&nbsp;</em>– Gets the location of the block being impacted</li>
<li>Removed property&nbsp;<em>blockLocation</em></li>
</ul>
</li>
<li>NavigationResult
<ul>
<li>Added function&nbsp;<em>getPath(): Vector3[]</em>&nbsp;– Gets the locations of the blocks that comprise the navigation route</li>
<li>Removed property&nbsp;<em>path</em></li>
</ul>
</li>
<li>Player
<ul>
<li>Added function&nbsp;<em>getHeadLocation(): Vector3</em>&nbsp;– Gets the head location of the Player</li>
<li>Removed property&nbsp;<em>headLocation</em></li>
</ul>
</li>
<li>Block
<ul>
<li>Added function&nbsp;<em>isAir&nbsp;</em>– Returns if the block is an air block (i.e. empty space)</li>
<li>Added function&nbsp;<em>isLiquid&nbsp;</em>– Returns if the block is a liquid (e.g., a water block and a lava black are liquid, while an air block and a stone block are not)</li>
<li>Added function&nbsp;<em>isSolid</em>&nbsp;– Returns if the block is solid (e.g., a cobblestone block and a diamond block are solid, while a ladder block and a fence block are not)</li>
<li>The following blocks now have an&nbsp;inventory&nbsp;component:
<ul>
<li>Barrel</li>
<li>Beacon</li>
<li>Blast Furnace</li>
<li>Brewing Stand</li>
<li>Dispenser</li>
<li>Dropper</li>
<li>Furnace</li>
<li>Hopper</li>
<li>Jukebox</li>
<li>Lectern</li>
<li>Smoker</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><strong>BlockPermutation</strong></p>
<p>BlockPermutation has been significantly refactored! Every BlockPermutation now share a unique JavaScript handle so exact equality (<code>===</code>) will work for permutations that share exactly the same state values. We’ve also added utility methods that make interacting with permutations easier, which includes the removal of the&nbsp;<em>XBlockProperty</em>&nbsp;classes and now directly return properties&nbsp;<em>(boolean | number | string)</em>&nbsp;or a while collection of properties<em>&nbsp;(&nbsp;Record&lt;string, boolean | number | string&gtWink</em></p>
<ul>
<li>Added method&nbsp;matches(blockName: string, properties?: BlockProperties): boolean&nbsp;which is used to match a block with optional states against a BlockPermutation</li>
<li>Added method&nbsp;<em>withProperty(name: string, value: boolean | number | string): BlockPermutation</em>;&nbsp;which returns a new block permutation with a given property set to a specific value. Throws if the provided data cannot be resolved as a valid block permutation</li>
<li>Added function&nbsp;<em>static resolve(blockName: string, properties?: BlockProperties): BlockPermutation&nbsp;</em>which resolves a BlockPermutation from a block name and optional states. Throws if the provided data cannot be resolved as a valid block permutation</li>
<li>Updated methods&nbsp;<em>getProperty&nbsp;</em>and&nbsp;<em>getAllProperties</em>&nbsp;to return values directly instead of wrapped into class objects. Example code:</li>
</ul>
<p><strong>Before:</strong></p>
<pre><em>const blockPermutation = MinecraftBlockTypes.stoneSlab.createDefaultBlockPermutation();<br></em></pre>
<pre><em>blockPermutation.getProperty(MinecraftBlockProperties.stoneSlabType).value = 'stone_brick';</em></pre>
<pre><em>blockPermutation.getProperty(MinecraftBlockProperties.topSlotBit).value = true;</em></pre>
<p><strong>Now:</strong></p>
<pre><em>const blockPermutation = BlockPermutation.resolve('minecraftConfusedtone_slab', {<br></em></pre>
<pre><em>stone_slab_type: 'stone_brick',</em></pre>
<pre><em>top_slot_bit: true,<br></em></pre>
<pre><em>});</em></pre>
<p><strong>BlockProperties</strong></p>
<ul>
<li>Added a new class to expose&nbsp;<em>BlockPropertyType</em></li>
</ul>
<p><strong>BlockPropertyType</strong></p>
<ul>
<li>Added a new class to track “definitional” data about block properties. This is how you can find which values are valid for each block property</li>
</ul>
<p><strong>Data-Driven Custom Blocks</strong></p>
<ul>
<li>Released block properties and permutations out of experimental in JSON formats 1.19.70 and higher</li>
<li>Added a content warning when loading the world with more than 65536 custom block permutations. Custom block permutation counts are logged in debug log</li>
</ul>
<pre>&nbsp;</pre>
</div>


https://www.sickgaming.net/blog/2023/03/...t-1-19-70/
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB Theme © iAndrew 2016